My Documents
Support GM Binder!
D&D Races
\pagebreak # Dragonborn Dragonborn are shaped by draconic gods or dragons themselves, originally hatched from dragon eggs to combine the best attributes of dragons and humanoids. They are tall and strong. Dragonborn live to about 80 years old. To a dragonborn, the clan is more important than life itself. They have a continual drive for self-improvement. Dragonborn hold mastery of a particular skill as a lifetime goal. Dragonborn tend to extremes, mostly towards good. They speak Draconic and Common. There are ten different subraces, each associated with a different colored dragon. Dragonborn are good paladins.
# Dwarf Dwarves are short, but hardy, they are known for having courage and endurance. They live to be more than 400 years old. Many dwarves have a strong sense of justice and are traditionally loyal to their gods. They love the beauty of precious metal and jewels. Adventuring dwarves might be motivated by a desire for treasure or driven by the inspiration of a deity. They might also seek to restore a clan's lost honor or avenge an ancient wrongdoing. Or they might search for the mighty axe wielded by their ancestor, lost on the field of battle centuries ago. Dwarves are most often lawful and tend towards good. They are accustomed to a life underground, so they have darkvision. They speak Dwarvish and Common. There are two common subraces: * Hill dwarves have keen sense, deep intuition and remarkable resilience. * Mountain dwarves are strong, hardy and accustomed to a difficult life in rugged terrain. Hill dwarves are good clerics and monks, while mountain dwarves are good fighters or barbarians.
\pagebreak # Elf Elves are magical people, they love nature, art, music and the good things in the world. They can live well over 700 years. Elves trust in diplomacy and compromise to resolve differences before they escalate to violence. Their contact with outsiders is usually limited. Elves take up adventuring out of wanderlust, but also like to exercise their martial prowess or gain greater magical power while adventuring. Elves love freedom, so the lean strongly towards the gentler aspects of chaos but they are most often good. They have darkvision. Elves do not need to sleep, but instead meditate deeply for 4 hours a day. They speak Elvish and Common. There are three common subraces: * High elves have keen minds and are masters of magic. * Wood elves have keen senses and intuition and they are quick and stealthy. * Dark elves were banished from the surface for following a goddess down the path of evil and corruption. They live in the underdark. High elves are good wizards and rogues, while wood elves are good rangers and monks. Dark elves are good rogues or sorcerers.
# Gnome Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation and play. They get up to 500 years old. Gnomes love jokes, puns and pranks. Many are skilled angineers, alchemists, tinkers and inventors. Gnomes might take up adventuring as a way to see the world or for the love of exploring. Some also take it as a quick but dangerous path to wealth. Gnomes are most often good. Accustomed to a life underground, they have darkvision. Gnomes speak Gnomish and Common. There are two common subraces: * Forest gnomes have a natural knack for illusion and inherent quickness and stealth. * Rock gnomes have a natural inventiveness and hardiness Forest gnomes are good wizards and rogues, while rock gnomes are also good wizards.
\pagebreak # Half-Elf Half-elves combine what some say are the best qualities of their elf and human parents: curiosity, inventiveness, ambition, love of nature and artistic taste. Many half-elves are unable to fit into either society though and choose lives of solitary. They live about 180 years. Like elves, they are often driven by wanderlust. Others, in contrast, put their charisma and social skills to great use in diplomatic roles or as swindlers. Half-elves share the chaotic bent of their elven heritage. They have darkvision and speak Elvish, Common and an extra language. Half-elves are good bards, paladins, sorcerers and warlocks.
# Half-Orc Half-orcs feel emotion powerfully, both rage and joy. They tend to be short-tempered. Some half-orcs rise to become proud chiefs of orc tribes, some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. Half-orcs inherit a tendency towards chaos and are not strognly inclined towards good. Thanks to their orc blood they have darkvision. They speak Orc and Common. Half-Orcs are good barbarians and fighters.
\pagebreak # Halfling Halflings love peace, food, hearth and home. They survive by avoiding notice and offense. They get to about 250 years old. Halfling are a practical people, concerned with basic needs and simple pleasures. They are often cheerful and cherish the bonds of family and friendship. Adventurers among the halfling usually venture into the world for reasons of community, friendship, wanderlust or curiosity. Halflings are most often lawful good. They speak Halfling and Common. There are two common subraces: * Lightfoot halflings can easily hide from notice and get along well with other people. * Stout halflings are hardier and are said to have dwarven blood. Lightfoot halflings are good bards, rogues and sorcerers, while stout halflings are good fighters.
# Human Humans are the youngest of the common races. They are the innovators, achievers and pioneers of the worlds. Humans are the most adaptable and ambitious people. They normally live under a century. Generally, their society is inclusive, they welcome large numbers of nunhumans into their lands. Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth and fame. Humans can be of all alignments, the best and the worst are found among them. They can speak Common plus an extra language. Humans can be good in any class.
\pagebreak # Tiefling Tieflings are derived from human bloodlines, infused with the essence of Asmodeus, the overlord of the nine hells. Their appearance and nature is not their fault, but the result of an ancient sin. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are slow to trust, but once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life. Tieflings might not have an innate tendency towards evil, but many end up there. They are inclined towards chaos. They have darkvision and speak Infernal and Common. Tieflings are good bards, sorcerers and warlocks.
\pagebreak # Other Races
Ask me for more info if any of them sound interesting to you. * Aarakocra (EE): Birdfolk * Aasimar (VGTM): Guradians of law and good * Bugbear (VGTM): Great hairy beasts * Firbolg (VGTM): Quiet woodfolk * Genasi (EE): Carry the power of the elemental planes * Gith (MTOF): Former servants of the mind flayers * Goblin (VGTM): Angry folk * Goliath (VGTM): Huge and strong * Hobgoblin (VGTM): Warfolk * Kenku (VGTM): Birdfolk without wings * Kobold (VGTM): Smart little dragons * Lizardfolk (VGTM): Lizardfolk * Orc (VGTM): Strong brutes * Tabaxi (VGTM): Catfolk * Tortle (TOA): Turtlefolk * Triton (VGTM): Guardians of the ocean floor * Yuan-Ti (VGTM): Snakefolk
\pagebreak # Credits ## Written By TheMessenger ## Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. ## Images * Cover: Matt Stawicki * Dragonborn, Dwarf, Elf, Half-Elf, Half-Orc, Human, Tiefling, Aarakocra, Bugbear, Firbold, Genasi, Gith, Goblin, Goliath, Hobgoblin, Kenku, Kobold, Orc, Tabaxi, Tortle, Triton, Yuan-Ti: Wizards of the Coast * Gnome, Halfling: Paizo Publishing * Aasimar: Storm Bunny Studios * Lizardfolk: Eric Quigley